rip idea of selected ui elements
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@@ -256,8 +256,6 @@ firstSpawn()
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self setClientDvar("bg_shock_lookControl_mousesensitivityscale", 1);
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self setClientDvar("bg_shock_movement", 0);
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self setClientDvar("bg_shock_lookControl", 0);
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self setClientDvar("ui_drawradar", 0);
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self setClientDvar("cg_drawTeamScores", 0);
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self setClientDvar("scr_game_allowkillcam", 0);
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self.hud_damagefeedback.color = (1,0,0);
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self.line = self createRectangle("CENTER", "LEFT", 0,-90,300,5,(1,1,0),"line_horizontal",1);
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@@ -327,19 +325,16 @@ loadSetup()
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self maps\mp\perks\_perks::givePerk("specialty_fastreload"); // due to icys request :)
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self maps\mp\perks\_perks::givePerk("specialty_falldamage"); // due to icys request :)
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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// Static HUD dvars set once per spawn — moved from watchHUD's 1-second polling loop.
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// These values never change mid-game so there is no need to re-apply them every second.
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self setClientDvar("cg_drawRadar", 1);
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// Static HUD dvars set once per spawn.
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// g_hardcore=1 handles minimap/radar/teamscore suppression at engine level.
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// We only need to override what we want TO show (ammo, custom health HUD).
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self setClientDvar("cg_drawStance", 0);
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self setClientDvar("cg_drawTeamScores", 0);
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self setClientDvar("cg_drawKillfeed", 0);
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self setClientDvar("cg_drawBreathHint", 0);
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self setClientDvar("cg_drawMantleHint", 0);
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self setClientDvar("cg_drawTurretCrosshair", 0);
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self setClientDvar("cg_cursorHints", 0);
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// Keep g_hardcore=1 for server-side gameplay rules but show the normal client HUD
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// so our custom health/weapon overlays render correctly without fighting hardcore suppression.
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self setClientDvar("ui_hud_hardcore", 0);
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self setClientDvar("ui_hud_hardcore", 0); // show custom HUD elements despite g_hardcore
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self thread takeInvalidWeapon();
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if(level.state == "prematch")
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{
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@@ -714,7 +709,6 @@ tryNuke()
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level notify("nuke");
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foreach(player in level.players)
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{
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player setClientDvar("ui_hud_hardcore", 0);
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player hide();
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}
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@@ -1053,6 +1047,7 @@ createRectangle(align, relative, x, y, width, height, color, shader, sort)
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hud setPoint(align,relative,x,y);
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return hud;
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}
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upgradeTeamUI(team)
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{
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fontElem = newTeamHudElem( team );
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@@ -1262,9 +1257,7 @@ watchHUD()
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self endon("death"); // prevent thread accumulation across respawns
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while(true)
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{
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// Only re-apply dvars the engine may reset mid-game (radar via UAV, ammo via class events).
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// ui_hud_hardcore is set to 0 once per spawn in loadSetup() and does not need refreshing.
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self setClientDvar("ui_drawradar", 1);
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// Re-apply ammo visibility (engine may reset it on class/weapon events).
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self setClientDvar("cg_drawAmmo", 1);
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wait 5;
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}
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